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概要と使いどころ

Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling. Covers StyleBoxFlat/Texture, theme inheritance, dynamic theme switching, and font variations. Use when implementing consistent UI styling OR supporting multiple themes. Keywords Theme, StyleBox, StyleBoxFlat, add_theme_override, font, theme inheritance, dark mode.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Full-history Godot version migration hub. Use when upgrading any Godot project toward the library target (currently 4.7)—from 1.x/2.x legacy eras through 3→4 and hop-by-hop 4.x minors—or finding Domain Skill-scoped migration notes. Trigger keywords: upgrade Godot, migrate Godot version, Godot 3 to 4, Godot 2 to 3, upgrading_to_godot, version migration, breaking changes, convert-3to4, TileMapLayer, AnimationMixer, engine.cfg, project.godot.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. Use for game managers, save systems, audio controllers, or cross-scene resources. Trigger keywords: AutoLoad, singleton, GameManager, SceneTransitioner, SaveManager, global_state, autoload_order, signal_bus, dependency_injection.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert debugging and profiling for leaks, GPU/Visual Profiler, headless CI QA, orphan nodes, thread-safe logs, and custom Debugger monitors — not print/breakpoint tutorials. Trigger on OBJECT_ORPHAN_NODE_COUNT, ObjectDB growth, Visual Profiler GPU spikes, flaky headless exits, or remote device consoles. Keywords: orphan nodes, Performance.get_monitor, Visual Profiler, Time.get_ticks_usec, EditorDebuggerPlugin, headless QA, push_error, backtrace.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for romance games and dating sims (Tokimeki Memorial, Monster Prom, Persona social links) focusing on affection systems, multi-stat relationships, dated events, and route branching. Use when building relationship-centric games, social simulations, or otome games. Keywords romance, dating sim, affection system, relationship stats, date events, character routes, love interest.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert multiplayer for desync, rollback, dedicated --headless servers, interest culling, and bandwidth spikes: ENet/WebRTC choice, authority, secure RPCs, client prediction/reconcile, and adaptive sync. Trigger on rubber-banding, cheat-able clients, peer floods, late join, or profiler Network spikes — not only greenfield online games. Keywords: multiplayer, RPC, ENetMultiplayerPeer, MultiplayerSynchronizer, authority, client prediction, rollback, interest management, headless, desync.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for idle/clicker games including big number handling (mantissa + exponent system), exponential growth curves (cost_growth_factor 1.15x), generator systems (auto-producers), offline progress calculation, prestige systems (reset for permanent multipliers), number formatting (K/M/B suffixes, scientific notation). Use for incremental games, idle games, or cookie clicker derivatives. Trigger keywords: idle_game, big_number, exponential_growth, generator_system, offline_progress, prestige_system, number_formatting.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Data-driven resource harvesting (mining, logging, foraging) for Godot 4: apply_hit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestable_node shake/deplete, respawn_manager world persistence, UNIX offline progress, autosave, and noise vein proc-gen. Trigger keywords: apply_hit, HarvestResourceData, HarvestToolData, offline UNIX, respawn_manager, tool tier, harvestable_node, FastNoiseLite veins.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert-level toolkit for modular Godot 4.7+ CLI automation and headless build orchestration. Use when you need to: (1) Build complex scene trees or UI layouts programmatically, (2) Automate expert 3D asset pipelines (glTF -> Collision), (3) Optimize procedural geometry headlessly (CSG -> Static Mesh), or (4) Engineer production-grade CI/CD pipelines. Set GODOT_PATH env var for custom engine location. Keywords: Godot CLI, headless, CI, export, builder, 4.7.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for open world games including chunk-based streaming (load/unload regions dynamically), floating origin (prevent precision jitter beyond 5000 units), HLOD (hierarchical LOD for distant meshes), persistent state (track entity changes across unloaded chunks), POI discovery systems (compass, markers), and threaded loading (prevent stutters). Use for RPGs, sandboxes, or exploration games. Trigger keywords: open_world, chunk_streaming, floating_origin, HLOD, persistent_state, POI_discovery, threaded_loading.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert architectural standards for scalable Godot Apps, Tools, EditorPlugins, and Control-heavy UIs using Composition (Has-A Orchestrator + components). Use when building dashboards, tool windows, forms, settings panels, or EditorPlugin UIs. Do NOT use for gameplay entities (Player/Enemy/Weapon/Hitbox) — route those to godot-composition. Trigger keywords: Control, EditorPlugin, tool UI, Orchestrator, VLS, rock test, AuthComponent, ThemeManager, Saveable component, dependency injection.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for educational games including gamification loops (learn/apply/feedback/adapt), progress tracking (student profiles, mastery %), adaptive difficulty (target 70% success rate), spaced repetition, curriculum trees (prerequisite system), and visual feedback (confetti, XP bars). Use for learning apps, training simulations, or edutainment. Trigger keywords: educational_game, gamification, adaptive_difficulty, spaced_repetition, student_profile, curriculum_tree, mastery_tracking.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combat_state, combo_system, ability_cooldown, invincibility_frames, damage_popup.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for horror games: sawtooth tension pacing, Director macro-AI, sensory predator AI, sanity/stress FX, and scarcity loops. Use when building psychological/survival horror, dual-brain stalker AI (cheating Director + honest LoS/sound), flashlight/fog atmosphere, or safe-room saves. Keywords: horror_game, tension_pacing, director_system, sensory_perception, sanity_system, volumetric_fog, AI_reaction_time.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for TPS/hybrid shooters: soft-lock aim assist, cover validation rays, SpringArm TPS camera, and genre routing to FPS sibling for viewmodel/hitscan feel. Use for third-person/cover shooters and hybrids. Keywords: TPS, soft_lock, cover, SpringArm3D, hybrid shooter, aim assist — not FPS-only movement.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新